Occasional board game blogging

Tag Archives: 1830

Wednesday’s Corbridge Gamers session was relatively light, with the short civ-tableau-engine-builder Imperial Settlers starting proceedings. While the concept of a civilisation game where you can destroy your opponents’ buildings might not initially appeal to the eurogamer, when you realise that the defender gets 1 Wood and gets to keep the card as a Foundation (which can be used as part-payment towards a high-VP faction building), it doesn’t seem so bad.

Which was good for Corbridge harmony really, because I spent a fair bit of the game razing John’s buildings to the ground. I played the Roman faction which can store Raze tokens between rounds; John, as the other side in the suggested 2-player newbie game, was the Barbarians, who are good at producing and storing people from round to round. John got a nice little engine going fairly early on, involving some sort of gold mine and an Acting Troupe card which let him clear off the gold mine and use it again to gain even more Gold tokens. Gold being wild, he could then pour his mountain of it into building new Locations.

The Acting Troupe was first on my list of Raze targets. While John was gaining ground on the VP track, I was going for a much more ‘civilised’ approach, building as many of the Roman faction Locations as I could. That meant also picking up as many cheap Locations from the Common deck as possible, so I could build them and then spend them as part of the building costs for the Roman Locations. It worked out pretty well, with some lovely Feature Location synergies and a lucky draw of two ‘multi-colour’ Roman cards which each triggered two Feature Locations for extra Gold and/or VPs.

My glorious Roman civilisation. Common Locations (1 VP each) to the right of the Faction board, Roman Locations (2 VPs each) to the left. I was very Production-heavy.

I was a little behind on the VP track at the end of the fifth and final round, but my massive collection of Roman faction Locations outstripped the Barbarians.

Final score – Me: 44 / John: 39

Imperial Settlers was a very fun, light (but not too light) engine-builder with tons of replayability and different factions to explore. I’m sure it’ll get played a fair bit in future.

We moved on to my fresh copy of Reiner Knizia’s venerable Samurai, in a lovely new edition from Fantasy Flight Games. I’d had a little bit of experience with the iOS version, but I’d never been any good at it and it had been a while since the majority of my plays anyway. We were essentially both new to the game.

The crucial difference was that I’d already figured out the crux of good Samurai play: timing. It’s not about getting the highest-value tiles down next to the statues; it’s usually about being the player to get the last surrounding tile down. It took John a few rounds to realise that, and by that time I’d already got the upper hand.

The end of the game after four tied statues – I took majorities in buddhas and castles for the win. Never mind all that though… it’s PRETTY.

I forced the end of the game by causing a fourth statue to be tied while I was ahead on two categories. It felt a little gamey – it would certainly be lot harder to do that with confidence in a three- or four-player game because captured statues are kept behind player screens in those games.

We finished with a “quick” game of Harbour, which was new to me and didn’t make a great impression, largely down to an unlucky card draw which made the first few rounds painfully slow. Four of the five cards available to build at the start were high-cost, which is one thing you just don’t get in Le Havre (from which Harbour takes clear influence) because although the building order is slightly randomised, it’s also structured so the engines get built first. Not so here, so we struggled on for a while before things eased up and we could finally get some building done.

I managed a win, 40–27, mainly because John twice used the Wizard’s Travelling Imaginarium to swap one of his existing buildings for a higher-value one. That meant he got a cheap build, but at the sacrifice of the points he had in the building he traded in. Thus, I ended up with five buildings and John with three.

As I said, not a great impression, although I could see how much more fun it could be if the cards came out in a better order.

Saturday brought another Newcastle Gamers session, which began with another game of Samurai, this time with four players. It’s a very different beast with four – there are substantially more spots that could be surrounded by the time your turn comes back round, plus there are more spaces for ships to affect multiple contests. Thankfully, everyone twigged the timing aspect of the game pretty quickly, but there were some very long turns as people analysed the board situation and tried to figure out the best move… or sometimes just the least bad move. After a long dance, the last castle disappeared from the board and the game ended. I won a leader token and Graham won another (the third went unclaimed by either Olly or Andrew), so the tiebreaker was statues in castes other than the one in which we had the leader token. I just tipped it in my favour with 6 against Graham’s 5, so a win for me.

The rest of the session was a rematch of 1830 after an initial play in September. In order to fit the game into a normal Newcastle meeting, we’d gathered a few resources to make things quicker and easier (poker chips, player aids and a fabulous iOS app called Survey Party that does things like automatically calculating maximum railroad revenues and player payouts based on shareholdings) and actually played out the initial sale of private companies by email over the preceding week. I’d nearly ended up without a private, but thankfully Ali passed on his opportunity to buy the B&O private at face value and I snapped it up (setting share par at $90 in the hopes of keeping the B&O railroad a steady medium-to-high earner through the game). That left Olly with the C&A (I bid him up to an eye-watering $246 before dropping out), Ali with C&StL and John Si, King of the Privates, with SVR, D&H and M&H.

My initial plan worked OK for a while – the B&O is in a perfect position to crank out decent payouts pretty quickly, especially with a handful of trains. My 2, 2 and 3 did me well, until the 2 trains rusted and things slowed down dramatically. As expected, Olly’s PRR was knocking heads with the B&O in several spots, and he ended up blocking me via both tile and token placements (the latter after I’d foolishly let the B&O’s cash reserves run down to $3 so I couldn’t afford a token of my own). Ali’s New York & New Haven and John’s New York Central were far enough out of B&O’s way to not worry me in the early stages of the game.

About an hour or two into the game. B&O has upgraded some tiles to gain better revenue, but been blocked out of some tiles to the east by the dastardly PRR.

I played the shares game very carefully – probably too carefully – and only held a maximum of one share in anyone else’s railroad until we were into the diesel era. That protected me from having bankrupt railroads dumped on me, but it also ‘protected’ me from gaining a decent income. And for the second time, I failed to start up a second railroad. In fact, the Erie didn’t float at all, while Olly took control of Boston & Maine, John took Chesapeake & Ohio and Ali ran the Canadian Pacific again. This failure to start a second company (in part caused by the fact I got the B&O private – it closes as soon as the B&O railroad buys a train and thus can’t be sold to a railroad for fat stacks of cash you can spend on a second company) was a big part in my mediocre performance overall. I couldn’t play the game of buying trains between two companies in order to have enough money in one to buy a better train; rather, I had to withhold revenue to save up enough cash to trade in my 4 for a D train. (That was actually my one triumphant moment of the whole game.) At least I wouldn’t have to fund a train from my personal money, but I wasn’t going to do well overall. 60% shareholding in a railroad running one diesel on a heavily blocked route doesn’t compare with what the others had.

Olly, meanwhile, was manipulating the PRR share value to stay within the yellow zone, meaning his 60% of PRR shares didn’t count towards his portfolio limit of 16 certificates. That left him free to invest widely in other companies, benefitting from their continued revenue payouts while he kept PRR relatively low in value (and occasionally paying out handsomely). I only went over the 16-certificate limit by one, because all the interesting shares had been snapped up.

This time round, Ali was the only player to get stung by a forced train purchase, but it was a nasty sting, costing him just over $800 of personal money for a diesel. That involved ditching a bunch of decent shares as well, so Ali’s game never really recovered, while John and I just trundled along, paying out with our railroads, trying to engineer some decent track routes (failing in my case) and picking up the odd share here and there when they became available.

The endgame map – notice how horribly boxed in my B&O is, and how unappealing the Erie railroad was.

The bank broke around midnight. The last few operating rounds felt a bit stale – very little was happening in terms of track changes, so at least the Survey Party app helped keep things ticking along smoothly. As an aside, that app probably saved us at least an hour just tracing train routes and working out revenues. Possibly two hours. Seriously worth the money, especially because it’s free.

Not a terrible showing from me, considering the lack of second railroad (my widespread portfolio actually served me pretty well alongside a high value for my six B&O shares), and an unsurprising victory for Olly, considering his excellent manipulation of the PRR stock value and massive shareholdings. As with the first game, it was really good fun and now I feel like I’m just getting a handle on the ebb and flow of 1830… and handily there’s already talk of a further rematch.

Final gaming news of the week was that our marital copy of Pandemic Legacy arrived, which should keep us on our toes for some time to come. Looking forward to getting started with it!

A huge month of gaming, even when you exclude the Newcastle Gamers session I’ve already covered. It started with a weekend where Mrs Cardboard took two of our three kids away and left me with the middle one (aged 6), so he picked some of his favourite “proper games” to play. Two games of Indigo, one of Carcassonne (no farmers and playing nicely – no stealing cities, much to my dismay) and an unusually long Rampage in which we both struggled to properly demolish buildings and kept missing things when throwing trucks. As ever, I absolutely destroyed him points-wise (and the city, physically) because he’s far more interested in having fun knocking stuff over than in collecting full sets of meeples for points. 65 to 12. He didn’t care; he’d thrown bits of wood around for nearly an hour.

That weekend also included a Corbridge Gamers session with John Sh, featuring Snowdonia with the Neuhauser Bockerlbahn expansion. I nearly sneaked a win by doing really nicely out of station building and having just the right set of contracts to fulfil, but John got some excellent bonuses from track-based contracts and took the win by 10 points (134–124). The Neuhauser Bockerlbahn adds some interesting ideas to the Snowdonia formula, including wood and the ability to power trains (of which you can own two!) with said wood once you’ve felled it. I really should play Snowdonia a lot more.

We also played Russian Railroads, which was new to me. I’d somehow missed every opportunity to play it over the nearly two years since its release. I now massively regret that, because I really enjoyed it! It’s got that magical combination of being relatively rules-light while always having some fairly deep choices to think through, with early engine-building (not literally… although also literally) guiding you to an overall strategy that can work out really well… or go horribly wrong. I managed to sneak a win, basically by collecting enough engineers to score an obscene bonus towards the end of the game (28 points or something like that). John had warned me that the scoring would accelerate rapidly. Even with that warning, after the first round of six ended with the scores at 11–7, there was no way I would have suspected I’d win 299–274. Ridiculous. But brilliant. Very keen to play this one again with more players.

The major gaming event of the month came on the final weekend, with another fantastic two days away organised by the other gaming John in my life (Simmo when he comments here). These weekends have become little highlights of my year, with the opportunity to get some longer, heavier games played without fear of running out of time or taking up too much space.

Our view for the weekend

Friday was almost entirely taken up with 1830, which I’ve wanted to play for a long time. I’ve had a copy of the Mayfair edition since I saw it briefly going cheap (£25-ish?) a while back. Simmo has had a copy of the Avalon Hill edition for a lot longer; indeed, the last time his copy got played was almost eight years ago. John, Ali, Olly and I all had a basic understanding of the rules, but it still took at least an hour to set everything up and make sure we were all on the same page (some slight rules differences and clarifications between the AH and Mayfair editions threw up some early stumbling points).

The initial auction for private companies left Olly with the B&O – very expensive, but with the bonus of the President share in the B&O railroad – and me with the C&A, giving me one normal share in the PRR (and obviously I went for the presidency straight away). Both of those railroads floated early and paid out often. Ali ended up with four shares in PRR, which meant I could have dumped the railroad on him just before its trains rusted and left him short of cash. As it turned out, at the crucial point he was swimming in cash and I slightly mistimed it anyway, so I ended up paying up about $750 for a diesel from my personal fortune, which pretty much scuppered my game.

The board was pretty full with tiles towards the end of the game, with only minor adjustments between operating rounds; unfortunately, we hadn’t thought this bit through and ended up recalculating entire train revenues every time, which ate up loads of time that could have been saved with a revenue table (I’ve printed one out and stuck it in my copy for next time). After about seven-and-a-half hours of play, we finished a set of operating rounds with only about $50 left in the bank, so we called the game there and saved probably another 45–60 minutes of recalculations that wouldn’t have changed the final position much.

Final score – Olly: $6,547 / Ali: $5,494 / John: $5,296 / Me: $4,227

A sound win for Olly, and a solid thrashing for me. I had a wide spread of shares across various companies, but without deep holdings in anything except PRR (50%). Coupled with mistiming the diesel buy, I think that was the crucial factor in my woeful performance. Olly, meanwhile, was heavily invested in two companies (B&O and C&O) with only a few shares from others, which meant he could get hefty dividend payouts from his presidencies. We all played nicely with each other (apart from my early blocking of C&O with awkward track tiles), given that it was very much a learning game (and I mistimed dumping PRR on Ali). Next time, I think we’re all armed to be a bit more vicious. And I’ve found myself looking at other 18xx games since; it’s clearly struck a chord with me.

Saturday was a lot more varied, with Age of Industry (New England map, Graham winning a low-scoring 5-player game on a tiebreak) and Ticket to Ride: Märklin (enjoyed this more than any other TtR variant I’ve played, even played at breakneck speed to fit it in before Ali had to leave – he thrashed us all in absentia) taking up the morning. I got in a 3-player Trajan (my favourite of all the Felds) with Olly and James; I made a couple of silly errors, which is normal for me playing Trajan, but still won by a single point over James.

The end of Trajan; just peeking into shot, bottom-left, is Olly’s impressive collection of shipped goods

After that came Erosion, a Sierra Madre Games card game, not designed by Phil Eklund, but developed by him and bearing all the Eklund hallmarks – terrible graphic design, cards filled with educational text and preposterous game terminology. It proved to be one of the strange little highlights of the weekend, partly for the fact that it’s a game about being a mountain, but mainly for the constant giggling about having “handfuls of schist” and asking people if they would be “uplifting”. Ridiculous, with a narrow win for James.

After introducing Jude to Ingenious (Jude placed second behind Graham, with me in third and Olly bringing up the rear after a little scrap where I made sure I wasn’t going to be last), I played the first of two end-of-WWII-themed games that rounded off the weekend – 1944: Race to the Rhine. In some ways, RttR could suffer slightly from its theme, in that it’s clearly a war-themed game (evident from the box art) but at its heart it’s a resource-management and racing eurogame. That means that wargamers could be a bit disappointed by the euro-style play, while euro-lovers never try it because it’s a “wargame”. Me? I loved it.

Ben played the sole British role of Montgomery, while Toby (Patton) and I (Bradley) represented the US generals pushing eastward towards Germany. As Brad, my problems were apparent from the start – I had no opportunity to capture limited supply bases on the way, so all of my supplies had to be brought onto the board at the “bottom” (the west-hand side) and taken all the way to my corps by truck. Monty and Patton had the option of bringing in supplies much closer to their corps, which meant they could be a little more responsive and flexible.

It turned out to be less of a Race to the Rhine and more of a (in Ben’s words) Casual Stroll to the Rhine, with each of us being fairly cautious in our advances. Toby did shoot ahead to the east in the first few turns, but then was brought up short by a lack of supply… alongside Ben and I using the Axis markers to hamper his advance quite drastically. Ben, meanwhile, mopped up some German forces as he sauntered to the east, and I pushed on in a fairly measured and even fashion, bringing each of my three corps forward together. I nearly came completely unstuck when Toby carried out Axis counterattacks into my supply lines; I was one turn away from being completely cut off, but I just managed to sneak some fuel and ammo through to keep things moving. Bradley does have the potential to be completely cut off (and effectively out of the game) without sufficient care, so that’s something to watch out for in future!

Meandering Saunter to the Rhine – I do love the graphic design work on this one

It got a bit gamey towards the end, with Ben clearly having a lead in medals (the win condition if nobody actually crosses the Rhine before Axis markers run out) and thus wanting to end the game, while Toby and I wanted to catch up a bit… or even cross the Rhine, which Toby was perilously close to. We got there in the end though, with Ben winning on 7 medals, me on 6 and Toby on 5. A really fun game, which I’d like to play again soon… but I imagine I won’t get the chance because the theme probably puts a lot of people off. Shame.

One night’s sleep later, the three of us reconvened for Churchill on Sunday morning. An odd and very effective mix of negotiation, seemingly simple card play and abstracted warfare, Churchill covers the closing months of WWII, simulating the conferences between Churchill, Roosevelt (and later Truman) and Stalin. We played the tournament scenario, which covers the last five of ten possible conferences (the ten-conference game would take a fairly long session…), although we missed off the final conference through a lack of time.

The card-play in the Conference phases seems initially trivial, but it soon becomes apparent how important it is to (a) keep turn order in mind and (b) hold back powerful cards for late in the conference. Winning the Agenda segment at the start of each Conference phase not only lets you get a headstart on winning a conference Issue (represented by counters on the Conference Table tracks), but also ensures that you’re last in turn order, which is a huge advantage for winning that all-important Issue.

Ben (as Stalin) kept the “Nyet!” feeling alive by regularly debating Issues after they’d been advanced by either Toby (Roosevelt) or me (Churchill); conversely, neither of the Western allies felt the need to do much debating. I think I did it once, just to keep Ben from being able to debate (only one player can debate an issue after it’s advanced). It’s little touches like that which keep the theme alive through simple mechanisms – the USSR player debates so often, as Stalin did historically, because they get a +1 bonus to card strength when they do. Clever design.

Debates continued in another form after the Conference phase was over, with the assignment of support on various war fronts in the Military phase. There was a fair bit of jostling and (non-binding!) conversation going on as to which fronts would receive support and for what reason. I didn’t want to support the Normandy landings until my UK troops had entered Northern Italy; conversely, Ben was desperate to make Normandy happen so the Germans would divert some of their horde of troops to the Western front. That meant nobody could be happy until I’d got my precious advance in Italy and was ready to commit to the Normandy effort.

I pushed a couple of Global Issues early on, meaning I could place Political Alignment markers in Colonies when no one else could. That was going to be my key to VPs – Political Alignment and clearing out other people from the Colonies, keeping my head down so the others might not notice. Meanwhile, Ben and Toby kept the fronts moving forward as best they could, stealing the odd bit of Production from me (either directly or with Directed Offensives) and each other.

At the point that we cut the game short, neither Axis power had surrendered, so we knew we were in for a bit of a die-roll-fuelled resolution to the final score – it’s Mark Herman’s penalty for players who don’t bother finishing the war. The leader subtracts 1d6 from their score, the second-place player subtracts (1d6)/2 and the player in last adds 1d6. Before the d6-randomised score adjustments, I had a lead of several points over Ben, with Toby just behind him; after the adjustments, it was a different story.

Final score – Toby: 36 / Me: 32 / Ben: 31

A sneak win for the US. I’m not entirely satisfied with the “victory condition 3” ending with random score adjustments – had I not rolled a 6 and had Toby not rolled a 5, things would have been very different – but I guess that’s the idea. It’s not supposed to be a satisfying ending if the Allies don’t even bother to win the war.

And that was the end to a superb weekend of games.

John Sh and I managed to squeeze in another Corbridge Gamers on the last day of the month, featuring Tash-Kalar (deathmatch duel this time, which I think is a slightly better variant for beginners now I’ve played it – I still won 20–15), The King of Frontier, which manages to combine elements of Puerto Rico, Carcassonne and a bunch of generic euro mechanisms into a genuinely successful and enjoyable little game (I won, 49–44) and Reiner Knizia’s venerable Battle Line, which is fine but not spectacular (John won with 5 flags overall).

An epic post for an epic month. October will be a little lighter on the gaming, I suspect, but there’s always hope.